#ifndef CLOUD_INCLUDE #define CLOUD_INCLUDE uniform float4 _uvCloud; uniform float4 _CloudColor; uniform sampler2D _CloudMap; inline half4 AddCloud(fixed3 posWorld,fixed2 uv,fixed3 finalColor) { uv = posWorld.xz * _uvCloud.xy + _uvCloud.zw * _Time.y; fixed4 finalCloud = tex2D(_CloudMap, uv) * (1 - _CloudColor); fixed4 cloudRGBA = fixed4(finalColor * (1 - finalCloud), 1); return cloudRGBA; } #endif